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Add mesh comparison functions, for tests
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/* | ||
Minetest | ||
Copyright (C) 2023 Vitaliy Lobachevskiy | ||
This program is free software; you can redistribute it and/or modify | ||
it under the terms of the GNU Lesser General Public License as published by | ||
the Free Software Foundation; either version 2.1 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU Lesser General Public License for more details. | ||
You should have received a copy of the GNU Lesser General Public License along | ||
with this program; if not, write to the Free Software Foundation, Inc., | ||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. | ||
*/ | ||
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#include "mesh_compare.h" | ||
#include <algorithm> | ||
#include <map> | ||
#include <stdexcept> | ||
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static std::vector<Triangle> expandMesh(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices) | ||
{ | ||
const int n_indices = indices.size(); | ||
const int n_triangles = n_indices / 3; | ||
if (n_indices % 3) | ||
throw std::invalid_argument("got fractional number of triangles"); | ||
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std::vector<Triangle> ret(n_triangles); | ||
for (int i_triangle = 0; i_triangle < n_triangles; i_triangle++) { | ||
ret.at(i_triangle) = { | ||
vertices.at(indices.at(3 * i_triangle)), | ||
vertices.at(indices.at(3 * i_triangle + 1)), | ||
vertices.at(indices.at(3 * i_triangle + 2)), | ||
}; | ||
} | ||
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return ret; | ||
} | ||
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/// Sorts triangle vertices, keeping winding order. | ||
static Triangle sortTriangle(Triangle t) | ||
{ | ||
if (t[0] < t[1] && t[0] < t[2]) return {t[0], t[1], t[2]}; | ||
if (t[1] < t[2] && t[1] < t[0]) return {t[1], t[2], t[0]}; | ||
if (t[2] < t[0] && t[2] < t[1]) return {t[2], t[0], t[1]}; | ||
throw std::invalid_argument("got bad triangle"); | ||
} | ||
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static std::vector<Triangle> canonicalizeMesh(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices) | ||
{ | ||
std::vector<Triangle> mesh = expandMesh(vertices, indices); | ||
for (auto &triangle: mesh) | ||
triangle = sortTriangle(triangle); | ||
std::sort(std::begin(mesh), std::end(mesh)); | ||
return mesh; | ||
} | ||
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bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected) | ||
{ | ||
auto actual = canonicalizeMesh(vertices, indices); | ||
return actual == expected; | ||
} | ||
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bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected) | ||
{ | ||
using QuadRefCount = std::array<int, 4>; | ||
struct QuadRef { | ||
unsigned quad_id; | ||
int quad_part; | ||
}; | ||
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std::vector<QuadRefCount> refs(expected.size()); | ||
std::map<Triangle, QuadRef> tris; | ||
for (unsigned k = 0; k < expected.size(); k++) { | ||
auto &&quad = expected[k]; | ||
// There are 2 ways to split a quad into two triangles. So for each quad, | ||
// the mesh must contain either triangles 0 and 1, or triangles 2 and 3, | ||
// from the following list. No more, no less. | ||
tris.insert({sortTriangle({quad[0], quad[1], quad[2]}), {k, 0}}); | ||
tris.insert({sortTriangle({quad[0], quad[2], quad[3]}), {k, 1}}); | ||
tris.insert({sortTriangle({quad[0], quad[1], quad[3]}), {k, 2}}); | ||
tris.insert({sortTriangle({quad[1], quad[2], quad[3]}), {k, 3}}); | ||
} | ||
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auto actual = canonicalizeMesh(vertices, indices); | ||
for (auto &&tri: actual) { | ||
auto itri = tris.find(tri); | ||
if (itri == tris.end()) | ||
return false; | ||
refs[itri->second.quad_id][itri->second.quad_part] += 1; | ||
} | ||
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for (unsigned k = 0; k < expected.size(); k++) { | ||
if (refs[k] != QuadRefCount{1, 1, 0, 0} && refs[k] != QuadRefCount{0, 0, 1, 1}) | ||
return false; | ||
} | ||
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return true; | ||
} |
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@@ -0,0 +1,47 @@ | ||
/* | ||
Minetest | ||
Copyright (C) 2023 Vitaliy Lobachevskiy | ||
This program is free software; you can redistribute it and/or modify | ||
it under the terms of the GNU Lesser General Public License as published by | ||
the Free Software Foundation; either version 2.1 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU Lesser General Public License for more details. | ||
You should have received a copy of the GNU Lesser General Public License along | ||
with this program; if not, write to the Free Software Foundation, Inc., | ||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. | ||
*/ | ||
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#pragma once | ||
#include <array> | ||
#include <vector> | ||
#include <irrlichttypes.h> | ||
#include <S3DVertex.h> | ||
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/// Represents a triangle as three vertices. | ||
/// “Smallest” (according to <) vertex is expected to be first, others should follow in the counter-clockwise order. | ||
using Triangle = std::array<video::S3DVertex, 3>; | ||
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/// Represents a quad as four vertices. | ||
/// Vertices should be in the counter-clockwise order. | ||
using Quad = std::array<video::S3DVertex, 4>; | ||
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/// Compare two meshes for equality. | ||
/// @param vertices Vertices of the first mesh. Order doesn’t matter. | ||
/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding. | ||
/// @param expected The second mesh, in an expanded form. Must be sorted. | ||
/// @returns Whether the two meshes are equal. | ||
[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected); | ||
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/// Compare two meshes for equality. | ||
/// @param vertices Vertices of the first mesh. Order doesn’t matter. | ||
/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding. | ||
/// @param expected The second mesh, in a quad form. | ||
/// @returns Whether the two meshes are equal. | ||
/// @note There are two ways to split a quad into 2 triangles; either is allowed. | ||
[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected); |
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@@ -0,0 +1,152 @@ | ||
/* | ||
Minetest | ||
Copyright (C) 2023 Vitaliy Lobachevskiy | ||
This program is free software; you can redistribute it and/or modify | ||
it under the terms of the GNU Lesser General Public License as published by | ||
the Free Software Foundation; either version 2.1 of the License, or | ||
(at your option) any later version. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU Lesser General Public License for more details. | ||
You should have received a copy of the GNU Lesser General Public License along | ||
with this program; if not, write to the Free Software Foundation, Inc., | ||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. | ||
*/ | ||
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#include "test.h" | ||
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#include "mesh_compare.h" | ||
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// This is a self-test to ensure proper functionality of the vertex | ||
// building functions (`Triangle`, `Quad`) and its validation function | ||
// `checkMeshEqual` in preparation for the tests in test_content_mapblock.cpp | ||
class TestMeshCompare : public TestBase { | ||
public: | ||
TestMeshCompare() { TestManager::registerTestModule(this); } | ||
const char *getName() override { return "TestMeshCompare"; } | ||
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void runTests(IGameDef *gamedef) override { | ||
TEST(testTriangle); | ||
TEST(testQuad); | ||
} | ||
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void testTriangle() { | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
}, {0, 1, 2}, { | ||
Triangle{{ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
}, {2, 0, 1}, { | ||
Triangle{{ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(!checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
}, {0, 2, 1}, { | ||
Triangle{{ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
}}, | ||
})); | ||
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UASSERT(checkMeshEqual({ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
}, {0, 1, 2}, { | ||
Triangle{{ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(!checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
}, {0, 1, 2}, { | ||
Triangle{{ | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
}}, | ||
})); | ||
} | ||
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void testQuad() { | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}, {0, 1, 2, 0, 2, 3}, { | ||
Quad{{ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}, {2, 3, 0, 1, 2, 0}, { | ||
Quad{{ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}, {2, 3, 1, 0, 1, 3}, { | ||
Quad{{ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}}, | ||
})); | ||
UASSERT(checkMeshEqual({ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}, {3, 0, 1, 1, 2, 3}, { | ||
Quad{{ | ||
{{1., 0., 0.}, {3., 0., 0.}, 1, {0., 0.}}, | ||
{{0., 1., 0.}, {2., 0., 0.}, 2, {0., 0.}}, | ||
{{0., 0., 1.}, {1., 0., 0.}, 3, {0., 0.}}, | ||
{{1., -1., 1.}, {4., 0., 0.}, 4, {0., 0.}}, | ||
}}, | ||
})); | ||
} | ||
}; | ||
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static TestMeshCompare mesh_compare_test; |